Method and system for dynamically incorporating advertising content into multimedia environments

ABSTRACT

Methods and systems for dynamically incorporating advertising content into multimedia environments, such as games, are provided. Example embodiments include a dynamic inserter, which selects content, based upon a set of criteria, to deliver to a receiving client system, such as a game client. The game client typically dynamically determines locations with the game where advertisements may be inserted. Associated with these locations are ad tags that specify criteria for the ads. For example, the criteria may include ad type, ad genre, and scheduling information. The game client then sends indications of these ad tags to the dynamic inserter to be used to select appropriate ads. The dynamic inserter selects ads based upon the criteria and sends them to the game client, which selects them for ad tags with conforming criteria. The game client then renders the selected ad in the appropriate location. In one embodiment, the dynamic inserter comprises a game client, game server, ad server, a communications channel, and, optionally, an ad client.

CROSS-REFERENCE TO RELATED PATENT APPLICATIONS

This application is a Continuation of U.S. application Ser. No.14/722,618 filed May 27, 2015 which is a Divisional of U.S. applicationSer. No. 09/998,901, filed Nov. 29, 2001, which claims priority fromProvisional Application U.S. Application 60/250060, filed Nov. 29, 2000,each of which is incorporated herein by reference in its entirety.

BACKGROUND Field

The present disclosure relates to advertising in multimedia environmentsand, in particular, to a computer system for dynamically incorporatingcontent such as advertisements into multimedia systems.

Background

Advertising revenue paid by producers of goods and services helps fundbroadcast, print, and other types of media. Advertising revenue canpartially or completely underwrite forms of communication that otherwisewould be cost prohibitive, or such revenue can even exceed communicationexpenses and generate profits. For example, the costs of runningtelevision and radio stations are largely paid by advertisers purchasingcommercials for broadcast. This, in turn, allows multiple stations tocompete in the market, providing increased selection for viewers andlisteners. If advertisements were not part of the content delivered toconsumers, far fewer television channels and radio programs likely wouldbe available for the consumer to enjoy. The same holds true formagazines, newspapers, and other forms of communication.

Advertising on the Internet is still in its infancy, however certainguidelines exist. Oftentimes, pages on the world-wide-web include a“banner ad” section for advertising, which typically surrounds the pages“intended” content. Advertisements can be placed in this section by thepage developer or by a third party. Typically, this type ofadvertisement is called a “click-thru” and, if a web user clicks themouse while having the pointer on the advertisement, the user will beautomatically directed to the site of the advertiser. These ads providerevenue to offset costs of producing and presenting the web page that ishosting the banner ads.

Advertising is so pervasive in our modem society that it has become partof our culture, and we have come to expect advertising in our lives. Itseems out of place when it is not there. Examples of this can be seen invideo games that attempt to present a real-world situation. Oftentimes,game developers will include advertisements in games, such as billboardsplaced in the outfield of baseball games, or advertising and signage incar road-racing type games. Occasionally an advertising blimp can evenbe found. These in-game advertisements improve the sense of reality inthe game, thereby contributing to the life-like game experience.Sometimes a game manufacturer places advertisements for itself in theseplaces. At other times, the manufacturer may actually create false ornonsense type advertising to maintain these life-like qualities ofhaving advertisements in the games.

Placing static advertisements in or around video games is one known wayto include advertisements. In addition to the above examples, where thead images are “burned” into the game at pre-production time, otheradvertising techniques for video games are known. Some video games placeads in a border region around a game play window. If the game playwindow connects to the Internet, some portals contain the banner ads asdiscussed above or other types of advertisements. Another technique isto download ad images prior to game play, and then insert the downloadedad into an “ad-space” specifically created inside the game to displaythe ad. An example of this technique can be found in U.S. Pat. No.5,946,664 to Ebisawa. While these methods install ads in video games,they have inherent limitations. First, they distract from game play byeither reducing the viewing area of the gaming experience; or by forcingthe user to wait while ads are downloaded before game play begins. Inthe case of ads “burned into” the game code, they are incapable of beingchanged. Additionally, with the case of “burned” ads, there is no wayfor an advertiser to control their brand. There is no way to insure thattheir brand will be presented in a manner pleasing to them and no way toremove it from the game if they are dissatisfied with the brandplacement or effectiveness.

As new games are developed and more game developers compete for the samegame users, game developers strive to create the best gaming experience.These methods of enhancing the game experience come at an increaseddevelopment price, however. If game developers continue to pass theentire cost of game development to the game users, many will not be ableto afford to purchase the games. Additionally, some games can be playedover the Internet. Some game companies charge a lower initial cost for acomputer game, but then charge a subscription fee to play with othersover the Internet. Many people using the Internet refuse to pay forsubscription fees, and will be dissuaded from purchasing a game thatforces them to pay subscription fees in order to play.

Currently there exists no way to provide computer content deliverers anon-intrusive mechanism for offsetting some of their development costsby placing advertisements within their content and receiving theadvertising revenue therefrom.

SUMMARY

Embodiments of the present invention provide computer-based methods andsystems for providing a minimally intrusive mechanism that allows acontent provider such as an advertiser to dynamically incorporatecontent, such as advertisements, into a video game or other targetcommunication device or multimedia presentation. Example embodimentsprovide a dynamic inserter for enabling a player of a video game toexperience advertisements incorporated into the game itself. Theseadvertisements are dynamically updated as play progresses and may beincorporated into individual behaviors of objects within the game.

The dynamic inserter delivers ads to a game client system (typically viaan ad client residing on the system) based upon a set of criteria, whichmay be specified by the advertisement providers, the game developer, theplayer, or some other combination. The game client system determineslocations within the executing game where ads may be rendered and sendsnotifications to the dynamic inserter of these ad locations. Each adlocation is associated with an ad tag, which is further associatedpreferably with one or more criteria, which are used by the dynamicinserter to select appropriate ads. The dynamic inserter provides ads tothe game client, where possible, that conform to those notifications.Because available locations could dynamically change, delivered ads mayno longer be appropriate or conform and the game client may choose toignore them.

In one embodiment, the criteria associated with ad tags (and hence usedby dynamic inserter to selects ads) include ad type, genre, and/orscheduling requirements. These criteria provide advertisers and gamedevelopers opportunities to tailor the ads to ensure that they areappropriate to the game and/or audience. In some embodiments, thedynamic inserter uses these criteria to select ads for delivery to thegame client.

In some embodiments, game objects are programmed to have certainbehaviors when interacting with particular ads or brands. In oneembodiment, customizable ad types are used to dynamically extendbehaviors of objects in the game. This provides a mechanism fordevelopers to allow behaviors to change based upon branding. Onceprogrammed to take advantage of extended ad types, game objects canextend their own behaviors automatically when ads that conform to thesead types are encountered.

In yet another embodiment, the effectiveness of the inserted ads, forexample, quantity and quality of ad exposure, is measured by the gameclient system and notifications of these measurements are sent to thedynamic inserter for billing and/or other purposes. In some embodiments,the location of the player relative to the ad and the viewing angle ofthe player are measured. In other embodiments, the time a player issubjected to the ad is also measured. Additional qualitative factors canalso yield subjective measurement values, such as the activity theplayer was engaged in at the time of exposure to the ad. Any one or morefactors can be used alone, or in combination, or weighted in somemanner, to achieve a measurement of the effectiveness of a particularad.

In other embodiments, event notifications are sent to the dynamicinserter from the game client system to provide information on the adsrendered, ad locations available, billing information, and/or otherevents. These event notifications may be used by the ad server toschedule ads.

In some embodiments, the avatar of a player is used to heuristicallytarget ads to particular players. Factors such as the gender of theavatar, age, aggressiveness, etc. are used to select ads that, basedupon heuristics, will be more pleasing to players or more likely togenerate revenue.

In one embodiment, the dynamic inserter comprises a game server, a gameclient system, and an ad server, each of which is connected to acommunication network, such as the Internet. In some embodiments, thegame client system further incorporates an ad client for managingcommunication with the ad server. In some other embodiments, a firstcommunication link is made between the game client and the game server,which is used to provide a second communication link between the gameclient system (and/or the ad client associated therewith) and the adserver. In one embodiment the second communications link is a dribblepipe connection for continual delivery of ads, events, and othercommunication.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is an example block diagram of an exemplary embodiment of thedynamic inserter of the present invention.

FIG. 1B is an example block diagram showing additional detail ofinteraction between the game client system and the ad server shown inFIG. 1A.

FIG. 2 is an example flow diagram of the dynamic insertion ofadvertisements process from the point of view of a game client system.

FIGS. 3A and 3B are block diagrams of field of views in an example videogame.

FIG. 4 is a block diagram of a general purpose computer system forpracticing embodiments of a client portion of the dynamic inserter.

FIG. 5 is a block diagram of a general purpose computer system forpracticing embodiments of a server portion of the dynamic inserter.

FIG. 6 is an example flow diagram of the dynamic insertion ofadvertisements process from the point of view of an ad server.

FIG. 7 is an example block diagram of an ad server farm according to anembodiment of the invention.

FIG. 8 is an example chart of traffic that is scheduled by a process orthread running on an ad server.

DETAILED DESCRIPTION

Embodiments of the present invention provide methods and systems forgenerating and dynamically incorporating content such as advertisementsinto multimedia systems, specific examples of which are computer gamesystems. Example embodiments of the present invention provide a dynamicinserter for enabling a user of a video game to experienceadvertisements within the game itself. These advertisements aredynamically updated as play progresses. For purposes of this invention,one skilled in the art will recognize that “advertisements” can includeany type of media or electronic content including static or dynamictext, static or dynamic graphical images of any type, including animatedimages, web content such as html and xml code, other code, video and/orsounds or other audio content including, for example, speech and musicwhether streamed or downloaded. In addition, advertisements as usedherein include any combination of media types, and may be compressed orraw.

In example embodiments, when a game client system is initialized, itestablishes a communication channel with a game server. Onceestablished, necessary game executables, code, and/or data is sent fromthe game server across the communication channel to the game clientsystem to begin the game. Additionally in the game client system is anadvertising client, which manages inserting the advertisements (“ads”)into the game. Upon initialization, the advertising client connects to adynamic advertising server, and establishes a second communicationchannel into the game client system. The advertising server maintains acollection or a list of dynamically modifiable advertisements forincorporation into the game. Upon the advertising client receiving anindication that an advertisement is needed in the game, the advertisingclient notifies the advertising server to request an advertisement. Theadvertising server, in turn, selects a particular advertisement from itscollection according to a set of criteria, and sends that advertisementor an indication of that advertisement to the advertising client. Theadvertising client then provides the advertisement to the game softwareexecuting on the game client system, which inserts the advertisementinto the game by displaying it on the screen, playing a sound over thespeakers, or by some other method appropriate to the advertisement. Inan alternative environment, the advertising server begins sending a setof advertisements to the advertising client immediately after the secondcommunication channel is established, where they are stored, forexample, by the advertising client until needed.

Embodiments of the present invention can be used with all types ofgaming devices and systems, software or hardware that can establish acommunication channel with the advertising server. For example, the gameclient system can run on a standard personal computer or dedicated gameconsole connected to a network (e.g., the Internet) through narrow orbroadband, DSL, ISDN, cable modem, satellite or other wireless network,etc. Additionally, it could be an arcade game likewise connected. Stillanother example is a hand-held game machine that can communicate to theadvertising server by either a wired or wireless connection.

Although the present invention is discussed below specifically withreference to computer games, one skilled in the art will appreciate thatthe techniques of the present invention is useful in other contexts aswell, such as dynamic insertion of ads and/or other content intohand-held communication devices. One example of such a system is apersonal digital assistant, or PDA that communicates over a wirelesscommunication channel. Another example is a telephone that supports textmessaging or other data communication protocols, such as wirelessapplication protocol (WAP). Still another example is a text or voicepager. Cost of use of such devices could be subsidized by advertiserspaying for advertising directed to the devices. Also, the ads can bemade much more effective to the recipient than standard advertising byusing a system that can dynamically insert the ads in the devices andcan tailor (or personalize) them to the users of such devices.

Another context in which the techniques described herein are useful iswith respect to multimedia systems generally. One skilled in the artwill recognize that these same techniques can be used to dynamicallyincorporate many types of content into an executing multimedia system.Such techniques could allow, for example, real time modification of aremote presentation.

FIG. 1A is an example block diagram of an exemplary embodiment of thedynamic inserter 101 of the present invention. The dynamic insertercomprises a game server 104, a game client system 106, and a dynamicadvertising server, or ad server 108, each of which is connected to acommunication network 110. In one instance, the communication network110 can be the Internet and will be referred to as such for brevity, butcould be any type of computer network, LAN, WAN, or wireless network,etc. The game client system 106 includes an output device 116 used tointeract with a user of the game client system. The output device 116could be a video display, audio apparatus, or tactile feedback device,for example. The game client system 106 also includes an ad client 120that is used by the game client system to perform the dynamic insertionof ads into the output device 116, as discussed further below.

When the game user wishes to play a game, the user initiates a program,applet, or some executable code that runs on the game client system 106.That program establishes a game session with the game server 104 throughthe communication network 110. Additionally, a second communicationchannel is set up with the ad server 108, also through the communicationnetwork 110. Preferably this is a different channel than the one betweenthe game server 104 and the game client system 106, thus allowing thegame server 104 and the ad server 108 to be physically located atseparate locales. The game server 104 transfers code, data, level plansor layouts and/or any other information necessary for the game clientsystem 106 to initiate the computer game for the game user to play.

FIG. 1B is an example block diagram showing additional detail ofinteraction between the game client system 106 and the ad server 108shown in FIG. 1A. Game client software 150 running on the game clientsystem 106 includes a portion 152 dedicated to ad insertion routines, aportion dedicated to ad measurement routines 156, and a portiondedicated to memory for ad storage 154. The ad measurement routines 156may be used to determine (and/or rate) ad exposure, including qualitymetrics, which can be logged and incorporated into a billing system. Theclient game software may also include enhanced game objects 158, whichare game objects or components that have been modified to take advantageof branding, for example, to use brands to render enhanced powers ormodified behavior to particular objects. This use of advertising isdiscussed further below. The game client system 106 communicates withthe ad server 108 through a communication channel such as “dribble-pipe”connection, described below. This connection is a communication channelestablished between the game client system 106 and the ad server 108 andis used to request ads for display, send the actual ads, and send adinsertion logs and other data. The ad server 108 includes an adscheduler 140 and an ad billing system 142, and is also connected to adatabase 144 that stores the advertising data.

In general, the game client system 106 uses the dribble pipe connectionto request an ad from the ad server 108. The requested ad is sent backby the ad server 108 over the same dribble pipe connection. Once the adis inserted into the output that is outputted to output device 116(coupled to the game client system 106), the game client relays thisinformation back to the ad server 108 to be stored therein. Informationabout the ad insertions is later used to generate invoices toadvertisers, prepare insertion reports, and other uses. In addition,other types of information about the ads and/or other game parameters,retrieved from the ad measurement routines 156 or otherwise, may berelayed to the ad server 108 over the dribble pipe. Additional detailsdescribe the interaction between the game client system 106 and the adserver 108 in the figures and text below.

In one embodiment, the game running on the game client system 106contains codes or tags that indicate that the game can accept anadvertisement to be placed at a location within the game. For instance,the game may contain tags for a billboard on a side of a building in acity. As a game user directs the view of the computer game within thevicinity of the side of the building having the advertising tag, an ad,or code designating an ad, is requested from the game client system 106.If no ad are available locally, an ad is requested from an ad server108. Once the ad is received from the ad server 108 (or retrievedlocally), it is presented in the space indicated by the billboard tagand appears to the game user in the computer game as a billboardadvertising a product. The actual insertion of the ad is performed bythe game software itself, with coordination from the ad client 120 ofFIG. 1A. Techniques for inserting downloaded ads into the game whileexecuting on the game client system 106 are known and would be specificto the type of game being played. For example, inserting ads into acharacter role playing computer game may be different than inserting adsinto a car road racing game. Thereafter, the game is responsible foroutputting to the output device 116 the advertisement within theadvertising billboard on the side of the city building.

Although referred to herein as “displaying” to the output device, oneskilled in the art will recognize that the operation performed to outputto the output device is dependent upon the device The term “display” isintended to incorporate all such meanings. For example, when sound isbeing inserted, the game software will “play” the sound on speakers.

Each game that uses the dynamic inserter 101 will have its ownpreferences for how advertisements are used and when they are requested,and these decisions will be made by the game developer. In order tocreate uniformity across the game developers using the dynamic inserter,a Software Development Kit (SDK) can be distributed to the gamedevelopers to provide tag and event management. Then, as the games arebeing designed and coded, standard routines can be used to create a tagthat indicates an advertisement may be placed at a particular taglocation. Additionally, template code to display the advertisement onceit is received from the ad server can be included in the SDK, therebymaking the dynamic inserter as easy as possible to be included in manydifferent video games.

In addition to the game client system 106 requesting an advertisementfrom the ad server 108, one skilled in the art will recognize that thereare many ways to perform dynamic insertion of advertisements into avideo game or other multimedia system. For one example, someadvertisements may be already stored in the game client system 106 priorto the initialization of the game client system. Then, as the gameprogresses on the game client system, codes are sent by the ad server108 that specify which stored advertisements are to be inserted in thegamespace. A further modification is that the game server 104 may not beconstantly connected to the communication network 110, but rather may beonly used for initiation of the game client system 106, or may not bepresent at all. For example, standalone type machines such asPlaystation 2 by Sony, Inc. or Xbox by Microsoft, Inc., may not connectto a game server, but rather have all of the programs and data necessaryfor play already included in them. In a preferred embodiment, thedynamic inserter 101 contains a game server 104 that can be coupled tothe communication network 110, but the game server need not necessarilybe connected for all embodiments of the invention.

FIG. 2 is an example flow diagram of the dynamic insertion ofadvertisements process from the point of view of a game client system.Although the steps are shown in an example order, one skilled in the artwill recognize that other orders of these steps are operable withembodiments of the present invention and that multiple threads ofexecution may be appropriate depending upon the actual implementation.Further, additional steps can be included or some steps omitted, yetsimilarly achieve the techniques of the present invention.

In step 201, a user (or automated client) playing a game, or some otheraction into which dynamic content will be delivered, initiates theexecutable on the game client system (e.g., game client system 106). Instep 202, the executable establishes a session or other type ofcommunication connection with a game server (e.g., game server 104). Inone embodiment, the host or game server is a game machine that managesplaying video games over the Internet. A popular type of Internet videogame is called Massive Multiplayer Role Playing Game (MMRPG). In thesegames, thousands of players, each having their own Internet connection,interact on a world server or set of servers. Players can see andinteract with one another and with the machine controlled characters,such as monsters and other permanent characters, etc., that are in thegame. Some of the more popular MMRPGs are Ultima Online by ElectronicArts, Inc., Everquest by Sony Online Entertainment, Asheron's Call byTurbine Games, and Half-life by Valve. Typically in these type ofMMRPGs, a game player using a game client system logs into a network(e.g., the Internet 110) and then initiates a session or other type ofcommunication between the game client system and the game server. Thegame user may log into the game server with an account and password thatuniquely identifies that player, for example. This method or any similarconnection method is indicated by the step 202 in FIG. 2.

Typically Internet games require a lot of bandwidth, or data transfercapacity between the game server and the game client system. Thisbandwidth is used for many things. For example, it may be used forsending scenes or new levels to the game user. Additionally it may beused to send data or codes about other players on the Internet that arevirtually recreated on the game client system. For instance, considerjust two players, A and B, simultaneously playing on a MMRPG. When bothplayer A and player B are playing, data about player B must be sent toplayer A's game client for A's game client system to create the virtualplayer B. Data about player B's movements, appearance, arsenal,abilities, etc., is sent to player A's game client system over thecommunication network, and the same information about player A islikewise sent to player B. Because generally the game is enhanced bydata being sent from the game server to the game client system, thebandwidth of that connection should preferably be as large as possible.

The total bandwidth to a user of a game client system can be defined asthe amount of data per unit time that can pass between the game clientsystem and the communication network. The bandwidth available to thegame user depends on how the game client system is connected to theInternet. Many ways to connect the game client system to the Internetare possible. A common method of connection is a modem using a telephoneline. Present day modems connect at a rate of up to 56 Kbps, althoughthe actual connection speed over a telephone modem is usually lower,somewhere around 35-48 Kbps. Also, this connection speed represents thetotal amount of data that can be passed between the game client systemand the connection network, and does not factor in the large overhead ofthe protocols and transport mechanisms necessary for communication. Theactual useable data, after it has been removed from the data portion ofthe protocol packets, and after factoring things such as lost packetsnecessitating a re-send etc., will have a much lower throughput rate,like 1-5 Kbps. However, because the actual data throughput is hard topredict due to the many different factors, and the actual datathroughput should scale relatively linearly with respect to connectionspeed, bandwidth is discussed herein generally in terms of connectionspeed of the game client system to the communication network.

As mentioned above, varying methods of connection to the Internet yielddifferent connection speeds. One of the slowest, as mentioned above, isa telephone modem. Also available are various forms of DigitalSubscriber Link (DSL), generally having connection speeds of 1.5 Mbps-8Mbps (or up to 56 Mbps for VDSL), various “direct” connections totelephone companies via a LAN or WAN, such as T1 (56 Kbps-1.54 Mbs) andT3 (3 Mbs-45 Mbs), and various cable modems, with connection speeds of500 Kbs-10 Mbps.

In step 203, the game client system establishes communication with thead server (e.g., ad server 108). Preferably this communication channelis separate from the one established in step 202, thereby allowing thead server to be physically and/or logically separate from the gameserver. In one embodiment, the communication channel can be establishedthrough a connectionless User Datagram Protocol (UDP). UDP is well knownto one skilled in the art and is described in RFC 768 of the InternetArchitecture Board. Many references exist. Packets conforming to the UDPprotocol will be sent over the communication network from the gameclient system to the ad server and vice versa. Data sent from the adserver may include advertising data, codes, binary files, web content,event notifications, billing data, and other information as describedbelow. It also may contain scheduling directions for when theadvertisements are to be inserted into the game. Additionally, it maycontain coded descriptions or indications of the ads sent, so that thegame client system can identify where to place the ad. For instance, onetype of ad could be a hanging sign advertisement. The type and genre ofthe advertisement could affect where the ad is placed within the game.For example, signs indicating sporting goods, such as NIKE shoes or HEADtennis rackets may be out of place in a tavern generated in the MMRPG,while an ad for BASS ale may be out of place in a generated departmentstore. By identifying not only the type of ad, but also the genre of ad,advertisements can be placed in the virtual world of the video game withmuch more realism and targeted to or restricted from users selectively.A detailed discussion of the types and genres of advertisements followsbelow.

Communication between the ad server and the game server can bespecifically tailored to be nearly “invisible” or unnoticed by the gameuser. However, the connection between the ad server and the game clientsystem must be present to schedule and/or deliver the ads that will bedynamically inserted into the game client system. In order to be remainunnoticed by the game user, the connection between the ad server and thegame client system should be minimally and continually intrusive. Thatmeans that a certain small slice of the total bandwidth availablebetween the game client system and the communication network should beallocated to the communication between the game client and the adserver. By using the aforementioned UDP protocol, these goals can beachieved. UDP is preferable to the more ubiquitous TCP/IP, because theformer is connectionless, and the built in sequencing and flow controlof the latter could potentially could cause data bursts that aredetectable by the game user as a slowdown of the user's game. Oneembodiment uses UDP to send small data packets that are precisely timed,to avoid saturation of the UDP connection and remain invisible to thegame user.

In a preferred embodiment of the invention, the ad server willcontinually send UDP packets to the game client system, and the gameclient system will continually send UDP packets to the ad server. Inthis way, the game user will never realize that a portion of the user'sbandwidth is unavailable for the game server. For example, game play onthe game client system will not slow down while an advertisement isbeing sent from the ad server to the game client system, and then laterspeed up when the ad is completely downloaded. Establishing how largethe communication channel between the ad server and the game clientsystem as a portion of the total bandwidth will be discussed withreference to FIG. 8. Generally, however, this connection between the adserver and the game client system is a relatively small portion of thetotal bandwidth available to the game client system. Therefore, thisconnection between the ad server and the game client system is referredto as a “dribble pipe”, to denote that the data transferred is smallcompared to the data transferred between the game server and the gameclient system.

Referring back to FIG. 2, step 204 performs a check to see if the gameuser wants to play or continue to play a game. As long as the game useris playing the game on the game client system, step 204 will be exitedin the affirmative direction to step 205. In step 205, advertisementsare sent from the ad server and are downloaded via the dribble pipeconnection. In actuality, this “step” is ongoing and occurs during theentire time that the dribble pipe connection exists (is live) betweenthe ad server and the game client system. In some embodiments, a dribblepipe connection can be executed as a separate thread of execution. Instep 205, the ad server sends graphics or other ad data that will makeup the actual ad to be displayed on the game client system along withother data, such as scheduling data through the UDP packets over thedribble pipe. The game client system assembles the packets into thepredetermined ad format, such as a graphic and stores the assembled adlocally. The other data sent by the ad server is likewise stored.Alternatively, in order to further minimize the scarce bandwidthresources of the dribble pipe, the data making up the advertisement tobe placed in the game may be compressed prior to dividing it up into UDPpackets and placed on the dribble pipe. The advertisement, once receivedby the game client system, may be uncompressed prior to storing it inthe client system memory, or the ad may remain in the memory of the gameclient system in its compressed format and decompressed only whenactually being placed into the game. If the ad graphics are compressedor otherwise coded, they will need additional memory in the game clientsystem for the decompression/decoding. Ad encryption can be handledsimilarly. The assembled ad, in either its compressed or uncompressedstate, may be stored in memory of the game client system, or it may becached out to another type of storage, such as a hard drive or othernon-volatile storage. Some game client systems may not allow a game toaccess the secondary storage, or others may not even include anysecondary storage. For example, a console game system typically does notcontain a hard drive, nor does a hand-held game or computer system. Inthese cases, if the storage capacity of the portion of the memory of thegame client system that was allocated for storing advertisements hasbeen exceeded, additional data received from the ad server is simplydiscarded, or the ad server is appropriately informed and can choose tochange its delivery schedule.

In step 206, the game checks for the existence of an advertising tag. Anadvertising tag, as described above, is a code or other indicator thatindicates an advertisement could be placed in a particular location ofthe game. The tag could have been generated based on information storedin the game file on a hard drive or other storage of the game clientsystem, or could have been included in the data sent by the game serverto the game client in step 201 or 202. If no advertising tag is found instep 206, the game client system continues checking the game foradvertising tags. (In an alternative embodiment, a separate executionthread is launched to check for advertising tags. When one is found, thedynamic inserter is notified.) When an advertising tag is detected instep 206, the game client system checks in step 207 to see if it isalready storing any ads available and appropriate to be placed in thatlocation. In order to determine when a particular ad can be placed inthe location or on the object that corresponds to an advertising tag,different criteria are used. The exact criteria examined arecustomizable and dependent upon the type of game and the advertisers. Incertain scenarios some criteria may be relevant while others not. In oneembodiment, three important criteria that are examined forappropriateness prior to inserting an ad into a particular advertisingtag location are ad type, ad genre and ad scheduling time. The type ofthe ad relates to its format. For instance, some of the formats of adscan include static images, animated or dynamic images, HTML or otherprogrammatic codes, and audio or video files. The audio or video filescan either be downloaded in whole or in a streamed format. Additionally,each ad stored in the ad server is associated with a genre, even if thegenre is universal. For instance, one genre may be sports related, andanother may refer to alcohol. Ads that correspond to the sports genremay be placed in a school generated in the game, while the alcohol genreads may not be (for many reasons, including convention and legal).Further, each ad has associated scheduling information that prescribeswhen the advertisement can be placed in the game. For example, anadvertiser may want their advertisements only to appear on weekends, andnot during weekdays. The scheduling information about that advertisementwould instruct the game client system only to insert that ad during theallowable scheduled times.

Determining, in step 207, if a given advertisement conforms to the typespecified in an advertising tag found in step 206 involves comparing thetype or types associated with the advertisement to the type or typesassociated with the particular ad tag. Preferably, each ad tag withinthe game is associated with an object in the game. For example, anobject could be a billboard on a building, a sign on a bus, an emblem ona hat or other clothing, a loud speaker that is actually producingsounds within the game, a scrolling message board such as in Time Squarein New York City, or any other type of advertisement that may exist inthe real world and is represented in the game world. As mentioned above,ad tags are preferably associated with at least some of the objects inthe game, typically in a one-to-one relationship, meaning that each tagin the game is associated with one object. Many of the objects in thegames will not have advertising on them, and therefore will not have adtags associated with them, trees or fire hydrants, for example. When anad tag is found in step 206, the object to which it is associated willbe identified by the ad type. For example, step 206 may find an ad tagthat is associated with a logo on a baseball cap. The ad tag may be acode that specifies the relative dimensions of the ad, or be anindication of the type of object (clothing) or specific object (hat), orsome other indication. Step 207 will then examine the inventory ofstored advertisements in the game client system, if any, to determine ifany of them match the type code of the found ad tag. If one or moreadvertisements are found, then those could be selected as conformingads.

Determining whether the genre of an advertisement matches that of afound ad tag involves comparisons similar to those described above withreference to ad type. Each ad tag within the game executing on the gameclient system preferably contains a genre specification. A genrespecification may be the same for all of the ad tags found throughoutthe game. For instance, game developers may decide that no advertisingin a game designed for children should allow adult natured advertising,e.g., involving alcohol or firearms. A genre could be specified thatindicates the preferred age range for the advertisements placed at thelocation linked to the ad tag. For example, a genre type “A” mayindicate advertising is appropriate for all ages, while genre type “B”is only suitable for adults. When a particular ad tag is found in step206, the genre of advertisements stored or indexed within the gameclient system would be checked against the genre in the foundadvertising tag to determine if they match. Or, for example, the gamedeveloper may desire to give the game user control of the scheduling ofcertain ad genres. For example, the user may like to control what isseen by other users using the same gaming device (e.g., the user'schildren). Extensions of the present embodiments may be provided, usingfor examples, routines of the SDK, that allow the game user to specifyscheduling criteria held in a preferences table, which could be used tocontrol the genres in the advertising tags (and subsequently in the adsthat are served by the ad server). In this situation, when anadvertising tag was found, the program could check the preference tableand assign the prescribed genre to the ad tag.

In addition to checking to see if the types and genres match, step 207will check to see if the scheduling requirements for the advertisementsand the located ad tag match. As mentioned above, each advertisement hasscheduling data that describes when the ad should preferably be insertedin the game executing on the game client system. The scheduling data mayindicate that there are no restrictions on when the ad can be placedinto the game, or the scheduling data may tightly control when theadvertisement can be placed. For instance, an advertiser may only wantan advertisement placed into the game if it is after 10:00 pm localtime. Determining the local time of the game client system may be assimple as checking the system time run by the operating system, or alookup of the IP address could indicate the general physical location ofthe server to which the user is connected, which could also indicate thelocal time. Therefore, prior to insertion into the game on the gameclient system, a function is called to preferably ensure that theschedule is met. The scheduling need not be limited to time and daterestrictions, but are only given by way of example. For instance, anadvertiser may wish that a certain series of ads are seen by the user ina particular order. The game client system could insure that prior toinserting the second advertisement in the series into the game, that thefirst advertisement of the series was already inserted.

Therefore, at least the type, genre, and scheduling time associated withthe ad preferably identically or closely matches the codes associatedwith the advertising tag for it to be considered an “available” ad forthe purposes of step 207.

If step 207 determines that there is a conforming ad available in thegame client system, the ad is retrieved from the game client system instep 208 and awaits to be inserted into the game. If, however, step 207determines that there are no conforming ads present in the game clientsystem, the game client requests a conforming ad from the ad server instep 209 by sending information to the ad server describing the adspecifications that is specified by the tag found in step 206. Once thead server receives the notice, it will begin sending an ad conforming tothe desired ad specifications (e.g., type, genre and scheduling time) tothe game client system, in a manner further discussed with reference toFIG. 4. Once the conforming ad is downloaded from the ad server, it willbe re-verified that it conforms to the advertising tag found in step206, and then await insertion into the game.

In step 210, the dynamic inserter formats and places the conforming adthat was retrieved in either step 208 (if an ad was available locally)or step 209 (if the ad was specifically requested from the ad server)into the game in the location that corresponds to the advertising tagfound in step 206. Formatting a stored ad for insertion into the videogame may be performed by calling functions or an application programminginterface (API) provided in the SDK that was used to develop the gameclient system. Some of the functions may include de-encrypting thestored ad either at this step or when it was stored in the memory of thegame client system, or decompressing the ad that was compressed fortransmission from the ad server. Further, if the ad server is merelysending a pointer or some indication of an advertisement already storedwithin the game client system, one of the functions may be to retrievethe previously stored advertisement prior to formatting it for insertioninto the game in step 210. An exemplary system using this method couldbe a paging system, where text messages are pre-stored in non-volatilememory of a pager, and the ad server sends a wireless notification tothe pager to insert the message stored at memory location “x”. Thecorresponding message would then be retrieved, decoded, and displayed.Many other examples can be implemented with little or no experimentationby one reasonably skilled in the art.

It is possible that, even after an ad has been requested to be placed inthe game executing on the game client system, the game refuses todisplay the advertisement. For example, the game may refuse to insert anadvertisement on an object that is currently in view, and may force thegame client system to wait until the advertising tag again goes out ofview prior to inserting the ad. Further, the game executing on the gameclient system may only allow ads to be inserted during a level change,or some other break in the game. In that instance, the ad insertionwould be queued for execution during the level change, and all of theads for the new level formatted and inserted at the same time.Additionally, the game running on the game client system may refuse toaccept an advertisement when the advertising tag was already hostinganother ad, and would force the game client to wait prior to the newinsertion. One skilled in the art will recognize that many suchvariations are possible and contemplated by embodiments of the presentinvention.

Another reason that the game may refuse to display an advertisement isbecause the ad tag found in step 206 is no longer “active” in the gameview (the portion of the world being currently viewed in the game).Specifically, because the world in which the game players play may becontinuously changing and all of the objects of the game may not alwaysbe in view, tags found in step 206 may not be currently active by thetime the dynamic inserter is ready to insert the ads in those locations.Thus, preferably, a list of all of the active advertising tags is storedon the game client system and can be transferred to the ad server. Thelist may include those advertising tags that correspond to locationsthat are currently shown in the game, as well as those recently shown,and may even include a list of any tag found in step 206 during theentire game.

For example, with reference to FIG. 3A, shown is an example world 300 toa video game. In this small world 300, three buildings are present,Building A 310, Building B 320, and Building C 330, each having a uniquetype advertising tag attached to at least one of their respective sides.A player P standing in a location near the center of the world 300 looksin the direction of the indicator arrow. In this example, the player Phas a “field of view” of 180.degree. In FIG. 3A, the player P can only“see” the buildings A 310 and B 320, and therefore the tag typesassociated with these buildings will be in the list of all activeadvertising tag types. At this point in the game, the player P cannotsee building C 330 because it is behind the player's field of view. Ifthe player P turns to the right, however, as shown in FIG. 3B, theplayer P now sees the locations that correspond to advertising tags forthe buildings B 320 and C 330, but not for building A 310. Therefore,the current advertising tag types for the player P in the FIG. 3B wouldinclude those attached to the buildings for B 320 and C 330, while therecently used advertising tag types would also include the building A310.

Returning back to FIG. 2, it is easy to imagine a case where a playersees the location or object that corresponds to an advertising tag inthe player's field of view and then quickly turns so that theadvertising tag's location is again out of view. In this situation, thefollowing steps likely would take place: find an advertising tag in step206, determining that no conforming advertisement was currentlyavailable in the game client system in step 207, and requesting aconforming advertisement from the ad server in step 208. But, after thead server begins downloading the requested conforming ad, the playerturned and the advertisement is no longer immediately needed by the gameclient system. In this case, the advertising tag found in step 206 mayno longer be in the currently shown tag list, but would exist in therecently used list of tags. Preferably, given this situation, the adserver would continue downloading the ad to the game client system, eventhough the ad is not currently needed. Continuing to download the adwould create further efficiencies because, in some games, it may behighly likely that the player may turn again, causing the ad tag to beagain detected and an ad that satisfies the criteria of the tag to bequickly found. If instead the downloading from the ad server was simplystopped once the advertising tag was no longer in the currently showntag list, the ad may be requested many times as the player turns andmoves, only to be thrown away each time.

Following insertion of the advertisement into the game in step 210, theinsertion event or the request to the ad server in step 209 is logged bysending the information about the ad placement back to the ad server instep 211. It is important that the game client system communicate thisinformation back to the ad server, because the insertion is at least oneevent that preferably will be paid for by the advertiser. In addition,other information regarding measuring the player's exposure to the adand the quality of that exposure may be communicated back to the adserver for billing and other purposes. In logging the insertion, as muchinformation as possible regarding the event is preferably sent back tothe ad server, such as advertisement identification, target tagidentification, user, date, time, etc. This information can be stored ina backend database associated with the ad server and mined by theadvertisers or others to provide useful information from the patternsthat emerge. Additionally, the game client system can determine durationof the advertisement (how long the inserted advertisement was displayed)and a measure of the quality of the exposure. The quality of theinserted advertisement may not be the same in every game, and indeed,each insertion may be different. For instance, an ad may be inserted inthe game, but at a location far from the game player, and the gameplayer may not be able to see the ad very well, or the ad may bepresented at a 45.degree. or some other degree angle away from the gameplayer, yielding a less than optimal quality measurement. Alternatively,the game player may be “standing” directly in front of the inserted adso that it takes up 75% of the user's available screen. This last adinsertion could be very valuable to advertisers, who may be willing topay a premium for such treatment. Again, alternatively, the game playermay speed past the ad, such as when driving a race car past a road sign.In this case, an advertiser may wish to pay less than the prior casewhere the player stood in front of the ad. The ad measurement routines156 of the ad client 120 can be used to collect and transmit suchinformation to the ad server.

At a minimum, the data about the ad insertion by the game client systemthat is sent to the ad server preferably includes an identification ofthe user, which could be a unique user ID generated when the dribblepipe was established, or perhaps a login identifier gleaned from thegame server, or the IP or other address of the game client system.Additionally, the game client system would specifically identify the adthat was inserted. The duration of the ad insertion would also beincluded in the event log, as well as an indication of the quality ofthe insertion, as discussed above, such as viewing angle, positionrelative to the object, etc. The last two data points (duration andquality) may be combined to create a “pixel-hours” type number, wherethe total number of pixels making up the inserted advertisements couldbe counted or calculated, timed, and multiplied to form a roughindication of overall ad insertion exposure. This combined data would bemore useful than simply listing the number of ad insertions, because ofthe possible quality issues described above. For example, if there werea large number of ad insertions at a “distance” from the game user (suchthat they appeared very small on the user's screen), these may beroughly equal to only a few ad insertions that appeared larger on theuser's screen. Pixel-hours is a way to average all of these events toget an overall sense of the game user's exposure to the insertedadvertisements. Another way to reflect the exposure of theadvertisements displayed in the game would be to set a minimum time andscreen size to qualify as an ad “hit.” For example, each time anadvertisement takes up 3% of the users video screen for 3 seconds itwould be classified as a ‘hit’, then the number of hits per game couldbe counted and sent to the ad server in the event logging step 211.Alternatively, the ad client 120 might implement a weighting scheme,where certain relative positions and view angles are weighted higherthan others. One skilled in the art will recognize that other types ofquality measurements and combinations of ratings are possible.

Different mechanisms may be used by the game client system (and/or admeasurement routines 156) to measure ad exposure quantity and quality.Preferably, since a client game already needs to track position of theplayer relative to each object and the distance of the player from theobject, these same techniques and/or measurements can be used.Typically, these mathematical and heuristical techniques are known inthe art for determining what objects are to be displayed (or eliminatedfrom display) when the player changes his/her game view. For example,these techniques are used to avoid painting objects on the output devicethat are outside the player's viewing range. Building C 330 in FIG. 3Ais an example of such an object within the depicted scenario. In the adinsertion scenario, these same techniques can be used to supply thequality and quantity of ad exposure. Example techniques include: use ofa frustum model (e.g., a view frustum, trigger maps, and hit testingbased upon geometry divisions of the display screen. Alternatively, codecan be added into each player instance to track needed movementinformation, which is then translated for its effect relative to the ad.Also, ads can be dynamically “wrapped” with code to measure their viewof each player. One skilled in the art will recognize that techniquesfor measuring point of view and exposure in other 3D virtual worlds canbe similarly extended to measuring the effectiveness of insertedcontent.

Because of the bandwidth limitations on the dribble pipe, the datacollected for event logging to the ad server in step 211 may need to belocally buffered on the game client system prior to sending. After anevent is logged in step 211, the process flow then returns to step 204,where it is determined whether the game will continue. If the gameplayer decides to continue, the dynamic ad insertion process continuesto step 205 to process ads. Otherwise, the ad insertion processcontinues in step 212. In step 212, the session established with thegame server is closed, such as by logging out of the game server, or thegame server may eventually realize that the game client system is nolonger communicating with it and will automatically shut down thesession. In addition, the dribble pipe connection between the gameclient system and the ad server will also be eventually shut down whenthe ad server receives no responses to the UDP packets it sends to thegame client system.

FIG. 4 is a block diagram of a general purpose computer system forpracticing embodiments of a client portion of the dynamic inserter.Specifically, the block diagram of FIG. 4 shows a computer system thatperforms as a game client system. The computer system 400 includes acentral processing unit (CPU) 402, a display 404, an audio output 406, alocal storage device 410, as well as other input/output devices 408. Thecomputer system 400 also includes a computer memory 420. Components ofthe dynamic inserter 421 typically reside in the computer memory 420 andexecute on the CPU 402. As described with reference to FIG. 2, theportion of the dynamic inserter that runs on the game client systemincludes ad inserter routines 422, and may optionally include admeasurement routines 426 and temporary ad storage 424. Additionally, avideo game 430 or some other executable program also resides in thecomputer memory 420 and executes on the CPU 402. Also, in someembodiments enhanced game objects, such as enhanced game objects 158 inFIG. 1B, reside in the computer memory 420 and execute on CPU 402. Otherprograms 428 also may reside in the memory 420. One of the input/outputdevices 408 is the connection means, such as a modem or other hardwarethat allows the computer 400 to connect to the communication network.One skilled in the art will also recognize that exemplary dynamicinserters 421 can be implemented as one or more code modules, may beimplemented in a shared environment with multiple displays 404 coupledto the same computer memory 420, or may be implemented in a distributedenvironment where one or more of the components reside in differentlocations. In addition, one skilled in the art will recognize that thecomponents of an exemplary dynamic inserter 421 may be combined or thatadditional components may exist.

FIG. 5 is a block diagram of a general purpose computer system forpracticing embodiments of a server portion of the dynamic inserter.Specifically, the block diagram of FIG. 5 shows a computer system thatperforms as an ad server and ad scheduler. The computer system 800includes a central processing unit (CPU) 502, a local storage device504, as well as other input/output devices 506. The computer system 500also includes a computer memory 520. As described with reference to FIG.1B, components of the dynamic inserter 522 typically reside in thecomputer memory 520 and execute on the CPU 502. The ad scheduler 524,for example, could be a program or process that is used to select andschedule to be transmitted to the game client system. Alternatively, thead scheduling function may be a separate component from the ad selectionfunction, so that they can operate in a more concurrent fashion withgame client system 106. Optionally, the dynamic inserter portion 522present on the ad server includes an ad billing system 525 forprocessing logged billing information and potentially automaticallyinteracting with billing infrastructure of advertising companies. Otherprograms 526 also may reside in the memory 820. One of the input/outputdevices 506 would be the connection means between the ad server and thecommunication network, such as a network card coupled to a LAN and to aT1 connection.

One skilled in the art will recognize that exemplary dynamic inserterscan be implemented as one or more code modules and may be implemented ina distributed environment where the various programs residing the memory520 are instead distributed among several computer systems. Similarly,one would recognize that many general purpose computers 500 could beinterconnected to make a single ad server.

FIG. 6 is an example flow diagram of the dynamic insertion ofadvertisements process from the point of view of an ad server. Althoughthe steps are shown in an example order, one skilled in the art willrecognize that other orders of these steps are operable with embodimentsof the present invention and that multiple threads of execution may beappropriate. Specifically, in step 601, a link is established betweenthe ad server and the game client system. In step 602, an ad scheduler(such as scheduler 140) that resides in the ad server determines whichad should be next sent to the game client system. The ad scheduler canselect the next ad based on criteria provided by the game client system,or can make the determination itself. In step 603, the selected ad issent to the game client system through the communication linkestablished in step 601, and, after the ad is inserted into the game onthe game client, the ad insertion event is logged in step 604. Step 605determines whether data is still being sent from the game client system.If so, the process loops back to step 602 and another ad is selected tosend. If, however, the game client system is no longer connected orresponding to the ad server, the communication link is closed in step606, and this event is logged in step 407.

Discussing the above steps in more detail, in step 601 the ad server,such as ad server in FIG. 1A, receives an indication to establish thedribble pipe connection with a game client system, such as the gameclient system in FIG. 1A. Communication with the game client system isestablished as described above, for example, with reference to step 202of FIG. 2. Initially, and after having been authenticated by the adserver, the game client system sends information about itself. Inaddition to its IP address and the type of game being played, some ofthe information sent by the game client system could include, forexample, the size of memory available for storing and decodingadvertisements, the size of memory available for storing other datarelative to the advertisements, the speed of the game client system'sconnection to the Internet, and, optionally, a list of the types and/orgenres of ads that can be inserted into the video game. Providing a listof the types and/or genres that are acceptable to a game running on thegame client system may be done during step 601, or the type/genre of oneparticular ad can be sent as part of the advertising tag that is foundduring the play of the game, as described below. It is useful to sendthe list all at once in step 601, however, because the ad server canthen better tailor what is sent to the game client system via thedribble pipe. Alternatively, this information can be stored solely onthe client side and non-conforming ads merely discarded. The list oftypes and genres of ads that can be inserted into the video game can bederived from the list of ad tags that are found in the video game,and/or could be previously stored in the ad server based on the adserver's knowledge of which game the game client system is running. Thislist of acceptable types/genres of ads can be stored in the ad server,and advertisements that do not appear on the list would not be sent tothe game client system. For example, the list may include an indicationof which physical types of ads are acceptable, such as a 280.times.160pixel, 16 color texture advertisement, or a 80 pixel square having 4colors. Further, the advertisements may include object “skins”, such asclothing, covers, hats, etc., and entire characters that could beadvertisements, such as a person carrying a signboard, or a gamemonster, etc. Additionally, player and non-player objects could bepresented as advertisements, or have advertisements placed on them.Simply stated, any object or any part of any game is capable of beingused as an advertisement, or having some sort of advertisement placed onit depending upon the desires of the game's developers. The actual listof advertisement types for a particular game is preferably designatedand defined by the game developers, using the SDK, because the gamedevelopers can most appropriately decide which advertisements best suitthe particular game. Shortcut indicators such as numeric codes could bedeveloped and standardized across the games that include the dynamic adinserter. For instance, there could be Everquest ad types 1-15, andAsheron's Call ad types 1-35. Or, a generic sample of advertisementscould be supplied with the SDK, for example Generic ad types 1-40, andspecial ad types for each game could be added to this list.

With respect to genres, as described above with reference to FIG. 2,because all types of ads may not be suitable for all game users,embodiments of the dynamic inserter allow the game client system tospecify certain genres, or classes of ads that are not acceptable tothat game client. Similar to the list of types described above, the listof all of the genres in a game could be sent in step 601, or theindividual genre matching an ad tag could be sent as the ad tags areindividually found in the game. An example genre of ads may be beer orother alcohol type ads, which should not be targeted to those too youngto purchase such products. In that case, the game client system 106would indicate to the ad server that such a genre of advertisements isunacceptable; and such ads would not be inserted into the game. (Note,as above, that such control can take place at the server or the clientside of the communication.) Also, many games feature some parentalcontrol mechanism to limit the violence level or for other reasons. Thegenre restrictions for ads is preferably consistent with these parentalcontrol features, in that, when the appropriate level is set by theparent, a list of prohibited genres is generated for sending to the adserver. In addition, a preferred type of genre, such as sports, couldalso be sent to the ad server, and those type ads would be selected withmore frequency compared to the others, as further described below.

The list of acceptable ad types and genres that the game client systempresents to the ad server can be sent to the ad server in many ways andat different times. As mentioned above, the game client system couldsend an entire list of all of the acceptable ad types/genres in theentire game as part of establishing the communication link with the gameserver (step 601 in FIG. 6). In this manner, the ad server can benotified that ads not conforming to the list will never be used in thecurrent game. Alternatively, the game client system could send a list ofall of the acceptable ad types/genres that are in the vicinity of wherethe player is currently located in the game. An initial list would besent in step 601 which would have to be updated on a periodic basis.Under this scenario, advertisements that the ad server sends to the gameclient system are more likely to be used in a short time. Or, the gameclient system could send only a list of acceptable ad types/genres thatare currently active, i.e., those types/genres that correspond to adtags currently within the field of view of the player of the game. Then,any advertisement that the ad server sends down to the game clientsystem that conforms to those ad types/genres could be inserted into thegame immediately, provided that the scheduling information of thedownloaded ads was also appropriate and that the field of view remainedunchanged.

In addition to sending an entire list of acceptable ad types/genresunder any of these scenarios, the game client system may individuallyupdate the list stored on the ad server. For example, the game clientsystem may initially send a full list of acceptable ad types that arecurrently in use. Then, as the player moves around in the game, exposingother ad types, the game client system could send a message to the adserver through the dribble pipe (e.g., an “update event”) to add ordelete various ad types on an individual basis. Note that sending thelist of acceptable ad types is not the same as sending the list ofadvertising tags found in the game. For example, there may be 100advertising tags in the game that fall into only two acceptable ad typesand three ad genres. In this case, preferably only the list of theacceptable ad types and genres, and not each of the advertising tags,would be sent to the ad server. In practice, this could involvemaintaining a list of acceptable ad types/genres on both the game clientsystem and the ad server, and, when the game client system finds a newad tag in the game (step 206 of FIG. 2), the game client first updatesits list, then sends the update over the dribble pipe to the list on thead server. Deletions could be similarly handled.

In addition to supporting selection of ads by type, genre, andscheduling criteria, the dynamic inserter can support the automatictargeting of ads based upon additional information sent from one gameclient system to the ad server. For example, a player's “Avatar”contains character information that the player has chosen to use torepresent him/herself while playing the game. Certain information can beheuristically gleaned from data regarding the selected Avatar, which canthen be used to target (select specifically for that player) ads. Forexample, game behavior analyzers believe that the gender of a chosenAvatar is more likely than not a good predictor of the actual gender ofthe player. Using this information, an ad server can select ads thathave been shown to be statistically more pleasing (and thus more likelyto be effective) to players of that gender. Similarly, othercharacteristics such as a measure of the level of aggression of a playerbased upon the game choices made can be gleaned from the player's chosenAvatar and sent to the ad server for ad selection.

In step 602 of FIG. 6, once communication is established with the gameclient system, the dynamic inserter must determine which ad to send tothe game client. Preferred embodiments of the dynamic inserter willprovide a preferred ad type and genre to the ad server. In this manner,the ad server can simply choose an ad from its database that conforms tothe ad type and genre, and prepare the selected ad for sending it to thegame client system. Preparation may include compressing, or otherwisemodifying the ad for transfer. Typically on the ad server there wouldreside more than one ad that meets the preferred type and genredescriptions. For example, if the type of the ad was a clothing logo andthe genre was sports, examples of conforming ads could include emblemsof NIKE, FILA, MITRE, etc. A decision thread or process running on thead server would select one of the ads to send to the game client system.If instead, no type or genre is specified, the decision thread simplyselects any ad from its database, and allows the game client system todetermine whether it is appropriate (for example, perhaps by anadvertiser supplied order) in step 207 of FIG. 2. This second method maynot be preferred because the probability that the ad will not be aconforming one is high, and the downloaded ad may simply be wasted.Since the dribble pipe connection is very small and slow, thedetermination of which ad to send should be as accurate as possiblebecause, if an ad is sent that cannot be used by the game client system,the download (and bandwidth) is wasted. Wasted downloads also should beavoided because they could frustrate revenue generation by preventingthe client game system from receiving advertisements that can beinserted into the game.

Step 603 of FIG. 6 provides that, once an advertisement has beenselected to send to the game client system in step 602, the selected adis transmitted to the game client through the dribble pipe connection.In addition to sending the advertisement in the step 603, informationabout the ad is also sent by the ad server to the game client system.Information such as scheduling information of the ad, as well as adescription of the ad is preferably sent to the game client system. Thegame client system can use the scheduling information to determine whento insert the downloaded advertisement into the video game.

After the advertisement has been sent to the game client system andinserted into the video game. Then, in step 604, the game clientpreferably sends a response back to the ad server to log the event.Additionally, the ad server notifies the ad scheduler in the ad serverof which ads were sent to the game client systems, whether they wererequested or selected, and as much other information as possible aboutthe system. This information may instead or also be sent to a billingsystem if one is available. For example, the ad server may report that“advertisement “A” sent to game client system “B” at time “C”. Loggingdata from both the ad server and from the game client system in the adscheduler are represented in step 604 of FIG. 6.

The information logged in step 604 is used for a variety of purposes.Foremost, it is used for billing the advertiser, in that each time an adis inserted into a video game, it is known by the advertiser that itappeared on the game player's screen. Additionally, as discussed above,some level of the quality of the exposure to advertising spot may bealso gleaned and reported. This information can also be used in billingthe advertiser, perhaps by charging more for premium advertising spotsor long duration. Also, some advertisers may want to purchase aguaranteed minimum number of impressions. The information logging step604 allows the ad servers to track this data in real-time, in that aprogram connected to the ad scheduler can easily track the number of adimpressions of a particular ad or advertiser. Once the minimum number ofimpressions are met, the ad scheduler can choose another advertiser'sadvertisement in the selection step 602. The information logged in thestep 604 can also be used for statistical analysis and reports, such aswhich advertising tag location in a video game yields the most orhighest quality insertions, and other analyses.

In step 605, the dynamic inserter checks to see if the game clientsystem is still responding on the dribble pipe by either requestingother ads or sending ad placement events to be logged by the ad server,or by even sending useless fill data. If the game client systemcontinues sending data, the flow loops back to step 602 to determine ifthe game client is requesting a specific ad. If instead the game clientsystem is no longer responding, then the ad server flow will shutdown instep 606 by closing the link established with the game client system instep 601. The shutdown event is logged in step 607.

FIG. 7 is an example block diagram of an ad server farm according to oneembodiment of the invention. An ad server farm embodiment is especiallyuseful for supporting dynamic ad insertions into MMRPG games. The adserver farm 700 of FIG. 7 includes a central ad controller 702 coupledto the communication network, for example Internet 110 of FIG. 1A. Inone example embodiment, the central ad controller 702 acts as theterminal address for a Domain Name System (DNS) lookup performed by thegame client system as a first portion of the game client establishing aconnection to the ad server (step 203 of FIG. 2). In other words, whenthe game client system begins to establish communication with the adserver, it will need to determine an IP address to which to send theinitial communication. If the IP address is not hard coded into the gamerunning on the game client system, the first step in finding the IPaddress is to request a DNS lookup, which links an IP address to amachine name, e.g., www.adserverfarm700.com. The result of the DNSlookup provides the IP address of the central ad controller 702 shown inFIG. 7. The central ad controller 702 receives the first communicationfrom the game client system.

Once the central ad controller 702 receives the first communication fromthe game client system, it knows the IP address of the game clientsystem. The central ad controller 702 then communicates with the gameclient system to determine various information from the game client. Forinstance, the central ad controller 702 may initially provide achallenge-response to the game client system to be sure it is an actualgame user, and not a hacker or other unauthorized user. Thechallenge-response could be as simple as sending the game client systema number, and having the game client change the number in a known wayand send it back. The challenge-response coding could be included in theaforementioned SDK used to create the game running on the game clientsystem. After the challenge-response step is cleared, the central adcontroller 702 ascertains from the game client system which video gameit is currently playing. The game client system may send thisinformation directly, or it could send an IP address of the game serverthat it is connected to, and the central ad server 702 will thendetermine which game is hosted at that particular game server. Thecentral ad controller 702 needs to determine the game underway toestablish a connection between the game client system and an ad serverthat is configured to serve a particular type of game. It is notnecessary, of course, that the ad server be dedicated to one type ofgame, as it would be relatively easy to implement a single server to beable to send ads for different types of games. However, the number ofservers in the ad farm must be large enough to handle the capacity ofthe number of players playing the games. Some of the MMRPGs havethousands of individual players playing at any one time. A peak time ofinteractive Internet game play is on Sunday afternoons. Therefore, inorder to service all of the players simultaneously playing at the peakperiod of play, a distributed system must be set up to handle all of thetraffic to send to all of the client systems that could besimultaneously playing the MMRPG.

Once the central ad controller 702 determines which type of video gameis executing on the game client system, it will route an identifier ofthe game client system to a game controller 706. If only a few gameswere supported by the dynamic inserter (FIG. 1A), the number of gamecontrollers 706 in the ad server farm 700 could be few, and as few as 1.However, as the number of players of different types of games using thedynamic inserter expands, it is preferably convenient to have a gamecontroller 706 for each type of video game supported. The gamecontroller 706, in turn, controls a set of ad servers, particular forthe same type of video game as the game controller 706. For instance,there could be one game controller 706 dedicated to Ultima Online, whichwould in turn manage a set of ad servers particular to Ultima Online.Additionally, there could be a one game controller 706 dedicated toEverquest, which would in turn manage a set of ad servers particular toEverquest. Also coupled to each game controller 706 is a DB/scheduler710. Similar to the game controllers 706, there is a DB/Scheduler 710for each separate type of game supported by the dynamic inserter. The DBportion of the DB/Scheduler contains a list of all of the advertisingtypes and genres in a game, and perhaps a list of all of the advertisingtags themselves. Also, it stores the actual advertisements, and the dataabout the advertisements, such as type, genre and scheduling data.Further, the DB portion of the DB/Scheduler 710 may keep track of all ofthe advertisements downloaded from the ad servers to the game clientsystems, and all of the insertion events performed by the game clientand sent back to the ad server. One skilled in the art will recognizethat the DB portion may represent an entire distributed computer systemused to implement a data repository. The scheduler portion of theDB/Scheduler 710 (the ad scheduler) selects which ads will be the nextto be downloaded by the ad server to the game client system.

FIG. 7 illustrates a set of ad servers, each connected to a particulargame controller 706. An ad server, when fully connected, has manyconnections to different game client systems, as indicated in FIG. 7.Each connection is preferably a dribble-pipe connection, as discussedwith reference to FIG. 2, and each of the ad servers has a dribble-pipeconnection with many game client systems. Once a particular ad server isassigned to a particular game client system connection, the IP addressof the selected ad server is sent to the connected game client system.From then on, the communication between the game client system and thead server farm 700 is directly through the assigned ad server, and notthrough the path of the central ad server 702, to the game controller706 to the ad server, thus yielding greater efficiency.

The maximum number of simultaneous dribble-pipe connections that aparticular ad server can support is limited by its connection speed tothe Internet, the packet traffic over the connection, and the overallspeed of the bus that connects the ad server to the communicationnetwork. Although an initial estimate on the maximum number of dribblepipe connections per ad server that is connected to the Internet by a T1line is approximately 1000, the actual number is likely best determinedempirically and the number of ad servers in the ad server farm 700modified accordingly.

One of the functions of the game controller 706 is to balance theloading of its associated ad servers. Each of the ad servers coupled toone of the game controllers 706 has a maximum number of simultaneousconnections that it can accept. As discussed above, the number ofsimultaneous connections is limited by the bandwidth of the connectionsof the ad servers to the communication network, as well as by otherfactors. One way to load balance the ad servers is to initially allocatea certain number of ad servers to a particular game controller 706.Then, as requests for connections to the ad servers are received by theindividual game client systems, they are distributed among the variousad servers one by one. So, for each additional connection requested, anew ad server in the allocated group is selected. Once all of theallocated ad servers in the allocated group have one connection, thegame controller 706 then routes the next connection request by a gameclient system to the first ad server, which will then have twoconnections. This cycling continues until all of the ad serversconnected to the particular game controller 706 are at or near capacity.Then, if necessary, the game controller 706 could add a new ad serverthat is either idle, or one that is not currently being used to capacityfor another game. Once this is finished, the game controller 706 for thefirst game then adds future connection requests from additional gameclient systems to the newly apportioned ad server. Therefore, theprimary functions of the game controllers 706 in the ad server farm 700are to load balance all of the ad servers, as well as to direct newconnections from game client systems to a proper ad server.

In order to maintain as many dribble pipes as possible, there must alsobe some sort of IP traffic load balancing on the individual ad servers.Because the dribble pipe connections, as mentioned above, are to becontinuously and minimally intrusive, it must be determined howintrusive the dribble pipes can be. In other words, the amount of datatraffic that the dribble pipe connection can carry while still beingunobtrusive will be dependent on the connection speed between the gameclient system and the communication network. FIG. 8 is an example chartof traffic that is scheduled by a process or thread running on an adserver. Shown in the rows are different types of connections, forinstance, there are 4 connections at 56 k, one DSL, one T1 and one cablemodem. The vertical columns show which packets are active for a giventime fixed period, for example 1/100 of a second.

The data in each row/column is a pointer to a prepared data packet,which can be any size up to the UDP maximum of 1452 bytes. In essence, adispatcher instructs the ad server to send out a packet as they areindexed, for each time period. The scheduling of which packet appears inwhich time period accounts for the difference in connection speed, aswell on the overall IP load of the ad server. It can be seen that the T1connection has packets in each time slice, so that after the 12.sup.thtime period, it has received 12 data packets. This is because the T1connection can download so much data that 12 packets in 12 time periodswill still remain unnoticed by the game user. A 56 k modem connection,on the other hand, cannot accept that much data without being obvious tothe game user, so one data packet is sent only every so often, forexample, every 10 time periods.

In addition, not all of the first packets are necessarily sent at theirfirst opportunity, otherwise it could possibly overload the IP trafficon the ad server. Specifically, with reference to the first time periodT.sub.1, first packets are sent to the T1, DSL, and Cable modemconnections, but only to one of the four 56 k connections. The purposeof this is to load balance the IP traffic. In the second time period,T.sub.2, packets are sent to the T1 and the second 56 k connection, andso on. The DSL connection gets packets sent every 3 time periods, andthe cable modem every 2. The above numbers are representative only, andwill likely have to be determined empirically and can be dynamicallyadjusted by an ad server. In one embodiment, the ad servers may be ableto maintain a connection between 30 and 900 bytes per second on thedribble pipe, depending on the connection speed of the particular gameclient system.

As was seen in step 602 of FIG. 6, the ad server is charged withdetermining which ad to next send to the game client system over thedribble pipe. FIG. 7 shows that this decision is made by the adscheduler that is coupled to the particular game controller 706. One ofthe primary jobs of the ad scheduler is to keep the memory of the gameclient system filled with advertisements that the game client can usebest and most often. For example, the memory of the game client systemmay only be large enough to hold 16 advertisements. The ad schedulerattempts to ensure that only advertisements that can be used in thevideo game are downloaded into these 16 spaces, and that there are noothers that could be better used by the game client system.

First, several cases are easily addressed, such as when a video game onthe game client system can accommodate only one ad type. In that case,the decision of the ad scheduler as to which ads to send is limited onlyby genre and scheduling time/order, and only the single type that can beaccommodated from this set are sent. Some of the advertisers can make aninsertion decision easy as well, for instance an advertiser may create abillboard ad of a popular size (i.e. there are several advertising tagslinked to billboard objects of the same size in one game or there areseveral games that use the same advertising tagged billboard), whichtherefore can be inserted into many different locations, no matter whatthe game player's field of view. In that case, the ad scheduler cangenerally always send the COKE ad to the game client systems because ithas a high likelihood of being inserted into the video game. In asimilar vein, the game client system might have a set of generic adsbuilt into it, either during development or downloaded from the SDK.This allows the game client system the ability to insert someadvertisements into the video game even before advertisements aredynamically downloaded from the ad server.

In absence of such easy cases, the ad scheduler must make educatedguesses about which ads to send to the game client systems. However, thedecisions are not permanent. Preferably the ad scheduler can send aninstruction to the game client system to have it delete an advertisementthat is already stored in the memory system of the game client. Thisway, the ad scheduler can monitor all of the advertisements that arestored in the game client system, and, if some of them are never beingused, can substitute one that is more likely to be used.

When scheduling which advertisement to send to the game client system,the ad scheduler reviews which ads are available to be inserted to thegame with respect to ad type, genre, timing considerations, etc. Becausethese requirements may be continuously changing, embodiments of the adscheduler are capable of operating in a mode where all of thelimitations are checked prior to sending an ad to the game clientsystem. For example, if the ad scheduler decides not to sendadvertisement “A” to a game client system at a particular time, thatdoes not exclude the advertisement A from ever being sent to the gameclient. For instance, if advertisement A was not initially sent becausethe game client system indicated that it had not experienced thematching ad tag type in the game, once the matching ad tag type wasrequested by the game client, the ad scheduler 710 could then choose toinsert advertisement A.

One of the considerations for choosing which advertisement to send tothe game client system is the game user's local time. As describedabove, the machine time can be easily obtained from the operatingsystem, or it may be possible to determine the game user's time zone bya lookup of their IP address. In addition to sending ads based onscheduled local time insertion (or range of valid local times), the adscheduler can use “world unified time” to determine when advertisementsshould be sent. For instance, a featured ad could be a large, centrallylocated billboard that is the same for every user of the game. Then,different game users could use inserted advertisements as landmarks, andbroadcast messages to fellow players such as “meet at the ALFA-ROMEO cardealership in 5 minutes.” The ad scheduler could track both the user'slocal time and the world unified time, and insert ads based on either orboth schedules. Also, with a system that operates in two different timereferences, the ad scheduler can organize advertisements that could bedirected to all of the users simultaneously, or that could be targetedonly to specific users. For example, a billboard object may generallyhave an advertisement for the latest movie, except for a two-hour slicebetween 5 and 7 pm in user's local time where the billboard advertises arestaurant.

Another consideration for choosing which advertisement to send to thegame client system is the total number of times an ad has been seen bygame users. The ad scheduler can factor in the number of times aparticular advertisement has been seen when deciding which ad to nextsend to the game client system. For example, an advertiser may pay for1000 ad views over a 3 hour period. The ad scheduler can send theseconforming ads to the game client system, and then, by checking theinsertion data sent back by the game client, determine that therequisite number of ad views have been inserted, and no longer send thatadvertisement during the contract period. This leaves the ad schedulerfree to select other advertisements to send to the game client systems,for even more fee generation.

Regardless of how advertisements are chosen by the ad scheduler, theyare constantly downloaded to the game client system during the time thatthe dribble pipe is established and dictates. Constantly sendingadvertisements to the game client system makes sense for many reasons.First, in order to be as unobtrusive as possible, the dribble pipeshould be constantly sending data between the game client system and thead server. If the dribble pipe is a small portion of the total bandwidthof the game client system, and is nearly constant in the amount of datait is sending, the game user is less likely to detect it exists. Inorder to remain unobtrusive, the ad server will try to use any “empty”space in the dribble pipe to send an ad that is most likely to be usedby the game client system. By intelligently guessing which ad may bemost likely to be used in the game client system, the average latencyfrom when the game client finds an advertising tag to when theadvertisement is inserted into the game is preferably decreased.

As mentioned above, the dribble pipe connection between the ad serverand the game client system preferably should remain as full as possible,in order to not be noticeable by the game user. Therefore, if the memoryof the game client system is full, it is not beneficial for the adserver to send any more data, because it must be purged by the gameclient system after it is received. In this instance, when there is nodata to send between the ad server and the game client system, the UDPpackets will be filled with zeros or some other number that indicatesthat it is non valuable data and can be thrown away by the game clientsystem. In this way, the user should not notice any change in connectionspeed from when an advertisement is being loaded into the game clientsystem, and during other times, for example.

A further example of ad scheduler heuristics is that the ad server cansend the game client system ads that are adjacent to otheradvertisements that the game client has already requested. For example,if the game client system has indicated new advertising types in acertain known order, the ad scheduler could anticipate whichadvertisement type will be next requested, and send a conforming ad evenprior to the game client indicating that the new advertising type isavailable. Similarly, the database connected to the ad server has alisting of all of the advertisements, and the ad server could, inabsence of sending an advertisement requested by the game client system,send a conforming ad that could be inserted in the “vicinity” of thelast ad inserted by the game client. This concept can be thought of as a“filtered push.”

The video game presented by the game client system will be designed toinclude advertisements, and, as discussed above, will appear to be morerealistic when it does. In order to be inserted into the game, theadvertisements need to be stored in the game client system at somepoint. If they are not placed in the game client system beforehand, theymust be downloaded from the ad server. Therefore, sending as many ads aspossible gives the game client system the widest possible choices tochoose from while the game user is playing the video game.

Design of the dribble pipe should also account for the possibility thatsome packets will be dropped and must be specifically re-requested,because it preferably uses UDP rather than TCP/IP. If the receiver,which can be either the ad server or the game client system, detectsdropped packets or receives packets out of order, it requests that a newgroup of the last packets be resent. Then, after receiving the newgroup, the new packets are reassembled, and any duplicate packetsdiscarded.

It should be remembered that the ad server can be coupled to many gameclient systems, and that the selection by the ad scheduler of which adto next send in step 602 can be different for every connected gameclient. In this case the ad scheduler keeps track of information on aper client, per session basis. In one embodiment, this tracking isimplemented using well-known database techniques.

As mentioned with respect to FIG. 1B, in some embodiments, the gameclient system includes enhanced game objects (e.g., enhanced gameobjects 158), which are game objects or components that have beenmodified to take advantage of branding. For example, a game object mayincorporate new behaviors or powers in response to a player viewing,manipulating, or otherwise interacting with an advertisement, as definedfor that object and advertisement combination. This capability givesplayers the impression that branded entities do something different, sothey will start searching for ads, thus hopefully increasing the adexposure for popular ads and hence potential revenue. For example, aplayer may gain a supernatural power burst (power pills) when the playerdrinks a Mountain Dew pop from a pop machine (having an ad on it forMountain Dew). Or, as another example, when a player driving a race carin a racing game drives by a billboard ad that advertises Ferraris, theplayer's car may inherit additional speed powers.

Similarly, techniques for drawing a player back to a particular ad canbe effective when used in combination with these enhanced game objectincentives. For example, a “code” obtained from something in the realworld, for instance a number from a wrapper on a hamburger, or anelectronic “cookie” from a visit to a particular website, can be enteredinto the game to initiate a change in object behavior. Depending uponthe sophistication of the game software, these behaviors can also changedynamically and thus provide a welcome degree of intrigue and randomnessto the game player.

Since each game implements its objects according to its own conventions,how a particular game modifies content is game (and developer) specific.However, a game programmer skilled in the art of his/her gameprogramming can determine how to modify objects for that game withoutundue experimentation. In a game that is coded in an object-orientedprogramming language such as C++, for example, each object is typicallycoded as a class, with methods defining the various behaviors of theobject. These methods can be hooked to invoke ad related code suppliedby an SDK for the ad client. Although the particular game code thatneeds to be modified will differ from application to application, hooksand code for receiving and responding to interactions with ads can bestandardized. (How an object changes behavior in response to aninteraction will be game specific, however.)

For example, using the techniques already described for inserting adsdynamically, a game object can be made to incorporate new behaviors overtime as the ads change. Specifically, to recognize that a particular adwill yield a particular behavior, the ad type characteristic forwardedto the ad server can be standardized to communicate this information.For example, developers who wish to implement increased “powers” forAsheron's call objects may standardize an ad type for this purpose suchas “Asherons_call_powerincrease.” Asheron's call would contain objectsthat have been programmed to invoke their “increase_power” methods whenthe object finds that the player has encountered an ad of type“Asherons_call_powerincrease.” Thereafter, when an ad with this ad typeis inserted into the game client and upon the player encountering thead, the object would “automatically” appear to increase its own power.One skilled in the art will recognize that other implementationtechniques and standards also can be used.

From the foregoing it will be appreciated that, although specificembodiments of the invention have been described herein for purposes ofillustration, various modifications may be made without deviating fromthe spirit and scope of the invention. For example, one skilled in theart will recognize that the methods and systems discussed herein areapplicable to other areas and devices other than video games having adsdynamically incorporated, such as PDAs, pagers, email, web browsers,newsreaders, online books, navigation devices, other multimedia devicesand environments, etc. In addition, different forms of content can bedynamically incorporated into multimedia targets, including, but notlimited to, code, webpages, HTML, Java, XML, audio, video, and static oranimated text or graphics. One skilled in the art will also recognizethat the methods and systems discussed herein are applicable todiffering protocols and communication media (optical, wireless, cable,etc.) and that the techniques described herein may be embedded into sucha system. Also, all of the above U.S. patents, patent applications andpublications referred to in this specification, including U.S.Provisional Application No. 60/250,060, filed on Nov. 29, 2000, andentitled “Method and System for Incorporating Dynamic Advertising inGame Software” are incorporated herein by reference, in their entirety.Aspects of the invention can be modified, if necessary, to employmethods, systems and concepts of these various patents, applications andpublications to provide yet further embodiments of the invention. Inaddition, those skilled in the art will understand how to make changesand modifications to the methods and systems described to meet theirspecific requirements or conditions.

What is claimed is:
 1. A computer game system comprising: acommunication interface that establishes a first dribble pipe connectionwith a first game client system and sends a first indication of adynamic graphical image content to be displayed in a designated virtualworld location of an executing game program; and a processor thatgenerates an effectiveness measure associated with the dynamic graphicalimage content by determining a measure of quality of exposure andduration of exposure of the graphical image content to a game objectthat is associated with a game player, wherein the measure of quality ofexposure is determined using, at least in part, a location and viewingangle of the dynamic graphical image content relative to the gameobject; and wherein the processor further instructs the first gameclient system, upon determining the effectiveness measure exceeds athreshold for a time duration, to qualify the dynamic graphical imagecontent as a countable exposure for each instance the dynamic graphicalimage content exceeds the threshold for the time duration in theexecuting game program on a first display of the first game clientsystem.
 2. The system of claim 1, wherein the communication interfaceestablishes a second dribble pipe connection from the game system to asecond game client system and sends a second indication of the dynamicgraphical image content to be displayed in the designated virtual worldlocation of the executing game program.
 3. The system of claim 2,wherein the processor instructs the second game client system to displaythe indicated dynamic graphical image content in the designated virtualworld location of the executing game program on a second display of thesecond game client system, such that the first display and the seconddisplay display the same dynamic graphical image content in thedesignated virtual world location at approximately the same time.
 4. Thesystem of claim 1, wherein the processor collects quality datarepresenting the manner and duration of the display of the dynamicgraphical image content in the game as presented.
 5. The system of claim4, wherein quality data includes data that comprises a measure ofpixel-hours for which the dynamic graphical image content was presented.6. The system of claim 4, wherein quality data includes data thatcomprises a hit count, and further comprising calculating the hit countby: measuring a time for which the dynamic graphic image content ispresented; and incrementing the hit count in response to determiningthat the time is greater than a threshold.
 7. The system of claim 4,wherein the processor modifies, upon detecting that the game player hasinteracted with the presented dynamic graphical image content, aninteractive game behavior of the game object associated with the gameplayer to behave differently during a subsequent interaction.
 8. Thesystem of claim 1, wherein the threshold is at least three seconds.
 9. Anon-transitory computer-readable media comprising computer-executableinstructions embodied thereon that, when executed by a processor, causethe processor to perform a process comprising: establishing acommunication interface via a first dribble pipe connection with a firstgame client system and sending a first indication of a dynamic graphicalimage content to be displayed in a designated virtual world location ofan executing game program; generating, via the processor, aneffectiveness measure associated with the dynamic graphical imagecontent by determining a measure of quality of exposure and duration ofexposure of the graphical image content to a game object that isassociated with a game player, wherein the measure of quality ofexposure is determined using, at least in part, a location and viewingangle of the dynamic graphical image content relative to the gameobject; and instructing, via the processor, the first game clientsystem, upon determining the effectiveness measure to exceed a thresholdfor a time duration, to qualify the dynamic graphical image content as acountable exposure for each instance the dynamic graphical image contentexceeds the threshold for the time duration in the executing gameprogram on a first display of the first game client system.
 10. Thenon-transitory computer-readable media of claim 9, further comprisinginstructing a second game client system to display the indicated dynamicgraphical image content in the designated virtual world location of theexecuting game program on a second display of the second game clientsystem, such that the first display and the second display display thesame dynamic graphical image content in the designated virtual worldlocation at approximately the same time.
 11. The non-transitorycomputer-readable media of claim 9, further comprising collectingquality data representing the manner and duration of the display of thedynamic graphical image content in the game as presented.
 12. Thenon-transitory computer-readable media of claim 11, wherein quality dataincludes data that comprises a measure of pixel-hours for which thedynamic graphical image content was presented.
 13. The non-transitorycomputer-readable media of claim 11, wherein quality data includes datathat comprises a hit count, and further comprising calculating the hitcount by: measuring a time for which the content is presented; andincrementing the hit count in response to determining that the time isgreater than a threshold.
 14. The non-transitory computer-readable mediaof claim 11, further comprising modifying, upon detecting that the gameplayer has interacted with the presented dynamic graphical imagecontent, an interactive game behavior of the game object associated withthe game player to behave differently during a subsequent interaction.15. A method comprising: establishing a communication interface via afirst dribble pipe connection with a first game client system andsending a first indication of a dynamic graphical image content to bedisplayed in a designated virtual world location of an executing gameprogram; generating, via a processor, an effectiveness measureassociated with the dynamic graphical image content by determining ameasure of quality of exposure and duration of exposure of the graphicalimage content to a game object that is associated with a game player,wherein the measure of quality of exposure is determined using, at leastin part, a location and viewing angle of the dynamic graphical imagecontent relative to the game object; and instructing, via the processor,the first game client system, upon determining the effectiveness measureto exceed a threshold for a time duration, to qualify the dynamicgraphical image content as a countable exposure for each instance thedynamic graphical image content exceeds the threshold for the timeduration in the executing game program on a first display of the firstgame client system.
 16. The method of claim 15, further comprisinginstructing a second game client system to display the indicated dynamicgraphical image content in the designated virtual world location of theexecuting game program on a second display of the second game clientsystem, such that the first display and the second display display thesame dynamic graphical image content in the designated virtual worldlocation at approximately the same time.
 17. The method of claim 15,further comprising collecting quality data representing the manner andduration of the display of the dynamic graphical image content in thegame as presented.
 18. The method of claim 17, wherein quality dataincludes data that comprises a measure of pixel-hours for which thedynamic graphical image content was presented.
 19. The method of claim15, wherein quality data includes data that comprises a hit count, andfurther comprising calculating the hit count by: measuring a time forwhich the content is presented; and incrementing the hit count inresponse to determining that the time is greater than a threshold. 20.The method of claim 15, further comprising modifying, upon detectingthat the game player has interacted with the presented dynamic graphicalimage content, an interactive game behavior of the game objectassociated with the game player to behave differently during asubsequent interaction.